Mobility: Has no air dash (but can glide with a held HP in the air which can only end in jHP)
Can double jump.
Has 360 recognition (will not jump is you start a 360 from back or towards)
Mike Z describing Cerebella at evo2011 panel: http://www.youtube.c...tailpage#t=183s
normals of note:
MP staggers if grounded.
f HP causes ground slideNormals (Lifted from Tha Hindu)
s.LP - Throws out a small jab. Has decent range. Has little knock back. Can be comboed into itself once.
cr.LP - Pokes in a blade motion with her hand. More knock back then the s.LP and longer recovery.
j.LP - Does a downward jab. Almost no knock back. Can be comboed into itself until she hits the ground.
s.MP - Hits opp with her elbow. Slides a bit forward to gain ground when doing so. Staggers if first hit on the ground is MP. Little knock back on non-stagger version.
cr.MP - Brings her arm over her head and hits you with the elbow. Decent Range. Slides forward quite a bit gaining ground. Long startup.
j.MP - Somewhat slaps her with her hand. Sends airborne opp downwards. Good stun on standing chars. Longest ranged aerial normal.
s.HP - Overhead to floor ground pound. Good range and stun. Will knock down if opp is air borne.
cr.HP - Somewhat muscular flex done from ground up. Lanucher move. Good stun. Good range.
j.HP - Does a downward clap. If button is pressed fast she will just do the clap. If you press and hold the button after you do it she will float (semi-air dash) and on release perform the clap. Can be comboed in to itself with good positioning and timing.
s.LK - Does a dainty kick backwards and hits you with a blade from her boot. Little knock back and ok range.
cr.LK - Extends her leg out and hits you with a blade from the boot. Better range and knock back then the s.LK.
j.LK - Does a kind of splits in the air hitting you with a blade from her boot. Good range, ok knock back. Can be jump canceled on whiff.
s.MK - Puts one big arms down and uses it as a pole to swing around and kick you with her heel. Decent range, knock back, and stun.
cr.MK - Does a hand stand and does a kick directly upwards. Launcher move. Opp gets knocked up and brought forward for positioning. Good stun.
j.MK - Does a drop kick. Decent range, stun, and knock back.
s.HK - Big arms act as a bar somewhat and she kicks you with both legs for one hit then goes over the arms and kicks you with the legs again. 2 hit move. Step forward somewhat. First hit knocks opp upward a bit and second hit hits overhead and knocks them back. Ok range, knock back, and stun.
cr.HK - Sweeps low with a big arm. Great knock back and has the longest range of her ground normals.
j.HK - Extends legs out and hits you with blades from both shoes. Knocks down air borne opps. Ok range, good stun.
Grab - Grabs the opp with her feet, spins around, and throws them. Good knock back.Specials236 throw: Diamond Drop
, close range command grab that is throw invulnerable214 throw: Merry Go-Rilla
, long range command grab that is hit invulnerable (will whiff if they are too close!)623 throw: Exellabella
, anti air grab, can block unless rising, can combo into it and will knock opponent far away (can otg followup in the corner)j.236 throw: Grab Bag
, aerial command grab, cannot hit characters on the ground623 LP: Diamond Deflector
, projectile reflect, will stagger if hit with reflected projectile623 MP: Devil Horns
, invulnerable upward attack, super close range hitbox (opponent will land right behind you)623 HP: Cere-copter
, knocks opponent far away, no invulnerability 236 P: Lock N'Load
, dash punch (MP variant has 1 hit of super armor, HP has 2 hit of super armor)(4)6 kick: Tumbling Run
, command run with one hit armor-> HK : Battle Butt
, battle toads ram has two additional hits armor and gets a special animation if it KOs-> MK : Kanchou
, cross over and attack, no armor from start up of this ender (wall bounces back to where you were if midscreen, cannot cross up in corner[?])-> LK : Run Stop-> Throw : Pummel Horse
, grab (staggers)hold HP in air: Glide
, forward soar that ends in j.HPj.2MP: elbow dropSupers360 throw: Ultimate Show Stopper
, super grab236 pp: Diamond Dynamo
, Cebebella skips forward as Vice Versa windmills its arms, can combo afterwards(if you're better than mike... at least while he's talking)214 pp: Diamonds are Forever
(lvl 3), Vice Versa picks up a rock and punches it into a diamond at the opponent, causes wall bounce. has armor.
Edited by evilben, 12 April 2012 - 03:24 PM.
I liked liking Skullgirls before liking Skullgirls was cool... ~hipster game fan.